Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Will748 · Jul 09, 2012 at 01:46 PM · yieldwaitforseconds

yield WaitForSeconds

I am trying to get the gun to wait for a second before it fires however it just fires an instant stream, why doesn't it wait ?

 #pragma strict
 var Target:Transform;
 var damp = 1.0;
 var bulletPrefab: Transform;

 function Update () {
 
  if(Target)
  {
      var rotate = Quaternion.LookRotation(Target.position - transform.position);
      transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
  }
 
   Shoot();

 }

 function Shoot()
 {
 
    yield WaitForSeconds(1);
    var bullet = Instantiate(bulletPrefab, GameObject.Find("EbulletSpawnPoint").transform.position, Quaternion.identity);
    bullet.rigidbody.AddForce(transform.forward * 1000);
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kryptos · Jul 09, 2012 at 02:47 PM 0
Share

You're calling Shoot every frame (inside the Update function).

3 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Eric5h5 · Jul 09, 2012 at 06:06 PM

You're starting a new instance of Shoot every frame in Update. You need to yield on a coroutine if you want it to wait, but you can't yield in Update. What you should do is not use Update for shooting at all, but rather InvokeRepeating.

 #pragma strict
 var Target:Transform;
 var damp = 1.0;
 var bulletPrefab: Transform;
 
 function Start () {
    InvokeRepeating ("Shoot", 1.0, 1.0);
 }
 
 function Update () {
    if(Target)
    {
       var rotate = Quaternion.LookRotation(Target.position - transform.position);
       transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
    }
 }
 
 function Shoot()
 {
    var bullet = Instantiate(bulletPrefab, GameObject.Find("EbulletSpawnPoint").transform.position, Quaternion.identity);
    bullet.rigidbody.AddForce(transform.forward * 1000);
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by FLASHDENMARK · Jul 09, 2012 at 01:54 PM

 #pragma strict
 var Target:Transform;
 var damp = 1.0;
 var bulletPrefab: Transform;
 var rateOfFire = 1.0;
 private var lastShot = -10.0;
 
 function Update () {
 
  if(Target)
  {
      var rotate = Quaternion.LookRotation(Target.position - transform.position);
      transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * damp);
  }
 
   Shoot();
 
 }
 
 function Shoot()
 {
    if(Time.time > rateOfFire + lastShot){
        var bullet = Instantiate(bulletPrefab, GameObject.Find("EbulletSpawnPoint").transform.position, Quaternion.identity);
        bullet.rigidbody.AddForce(transform.forward * 1000);
        lastShot = Time.time;
     }
 }

I usually find it bad practice to use WaitForSeconds. I prefer using a simple "timer", but that is just me.

It should now shoot every second.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Afonso-Lage · Jul 09, 2012 at 07:03 PM

You can also use a variable to check if it is shooting:

if (!isShooting){

yield WaitForSeconds(1);

var bullet = Instantiate(bulletPrefab, GameObject.Find("EbulletSpawnPoint").transform.position, Quaternion.identity);

bullet.rigidbody.AddForce(transform.forward * 1000); isShooting = false; }

And before you call Shoot(), you set isFiring to true;

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can I make a variable false for a period of time? 3 Answers

What is wrong with this use of WaitForSeconds? 1 Answer

yield WaitForSeconds makes GUI button disappear 1 Answer

Yeild and WaitForSeconds and Instantiate 1 Answer

How do i use yield WaitForSeconds(); in this script? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges